This is a quick and incomplete review, covering only the implementation of rules in this product. First--this is NOT a Fate 3.0/Spirit of the Century product. It was written for the very different Fate 2.0 system, and extraordinarily little appears to have been changed to try and make it "compatible" with Fate 3. If you're looking for Fate 2 compatibility, fine, but don't be fooled that anything in here will translate to your Fate 3 ruleset without some heavy work. Secondly, there are still a lot of artifacts left over from the edition written for d20, including some basic assumptions (the magic system is an awkward translation of D&D 3e's Vancian magic system) and some text that just doesn't make sense (like references "high-level PCs" in a level-less system). There's also a lot of work left for the GM to do--the section on skills is a direct copy-paste from the section of Fate 2.0 that basically says "you'll need to make some decisions on how to run skills in your game," without any indication on how to implement skills in Inglemia. And then the NPCs and organizations have skills of their own, that are not described or explained in any way.

I'm not going to pass judgment on the actual campaign setting, the real meat of the product, because I honestly haven't looked at it very closely--that's not what I purchased this product for. But if you are looking for rules to help out your Fate game (I got it because of the promise of magic rules), you won't find what you're looking for. Be warned.

FATE of Inglemia uses the Spirit of the Century mechanics to create an interesting, epic, high-magic 1800s world. It has a sample campaign to show how it can be put together. It's more of a strategy game with roleplaying elements, and I like the addition of "Downtime Points", which allow characters to make narrative changes to the world between adventures, even to the point of nation-building. To change the fate of Inglemia. It's nice.

There really isn't much here and no effort (and I mean NONE) has been put into formatting. It's just blocks of stats followed by blocks of text.

There's a lot of wasted potential here, too. I can think of much more interesting things to do with Flatland fractals, for example, but it's not even touched on here. Flatland isn't just "that novel about math," it's an allegory and a description of a (deeply sick) society. Not much information on the effect these monsters have on that society or how they're supposed to fit into things.

Finally there's the complete lack of art. I'd be more understanding if this was for a different game, but ... it's Flatland. Who can't draw Flatland characters? I could probably illustrate this book in Photoshop in half an hour if the written material was enough to inspire me to do so.

The Elemental Dimension of Magic: Spells of Time is a 7 page d20 pdf product. This product deals with the spells and magic of the Jeshatan, a race of creatures from the Elemental Dimension of Magic. Spells of Time is one in a series of product that deal with the twelve great schools of magic of the Jeshatan, and features a number of time related spells for your d20 campaign world.

Spells of Time comes as a single pdf file. The product includes a cover, but there are no bookmarks or a table of contents. The product in fact contains very little in the way of introductory material, almost immediately jumping into the spells presented in the product. The layout and design is similar to other products in the series, so they slot in well together, and there is no interior art in the product apart from simple bordering.

The editing and mechanics were bordering on very poor. Not only does this product deal with a rather sticky subject of time and time-related spells, but it does so mechanically poorly and often very confusing as well. In places it's hard to ascertain what exactly one can and can't do with a particular spell. And this doesn't even include balance, unfortunately. One or two spells seem very powerful for their level. For example, the spell Timeshards allows the caster to succeed at a DC 30 Spellcraft check to do damage to a single target equivalent to 1d10+1 for each rank in Spellcraft the caster has. This is a 3rd level spell that hands down beats many other much higher level spells. Red Anvil Productions could certainly have done a lot better to improve the quality of this product.

The product starts with a brief introduction to this particular school of magic. The Time school is stated as being one of the more martial of the magic schools of the Jeshatan. A little more information on this race would've been appreciated, but you can still use the spells without it. Having more information on the creators of the spells gives the material a little more flavor and some background. Twelve new spells of Time are presented in the product, one for each level of wizard or sorcerer magic, and usefully includes three epic spells, something that each of their products does, and in an epic-sparse market out there, this is largely appreciated.

Unfortunately, the product doesn't do a competent job at getting the spells or the mechanics right. Some are overly powerful, others confusing, and there are many little errors creeping in all over the place. The lack of attention to mechanics and detail is very disappointing, and many of the spells are in a simply unusable form that makes it difficult to use this product. Examples of the spells include Time Scry which allows you to see into the past, Synchronise which gives 'Time' bonuses to various rolls, and Time in a Bottle which allows you to capture a particular instant in time for later use. Some few interesting ideas, but the product is really let down by the sloppiness of the mechanics and the execution of the spells. The epic spells are decent, although again balance is an issue here, since the spell Greater Time Stop which stops time for hours, has a Spellcraft DC that's far too low.

Spells of Time could use with a thorough mechanical editing, and even general editing to place the mechanics, editing and general presentation on a much stronger footing. As it, it's barely useable and disappointing to see a product that so little care has been taken with to make sure it works and works well. A few interesting and useful ideas here and there, but those don't really draw attention away from some unfortunate problems with the product.

LIKED: One or two interesting ideas, but for the most part a product that could use a rework and some looking at the material.

DISLIKED: Poor mechanics and editing, writing and generally. Extra care should've been taken to make sure this product got the attention it needed, and provided useful material that could be used in game without heavy editing or questioning of the details.

The Elemental Dimension of Magic: Spells of Glory is a short 7 page pdf product that presents a number of new spells from the Jeshatan, a race of creatures from the Elemental Dimension of Magic. Glory is one of the twelve great schools of magic of the Jeshatan. This product features Glory spells, and is the sixth product in the line of products detailing various spells from the Jeshatan schools of magic.

Spells of Glory comes as a single pdf file. There are no bookmarks or a table of contents, but that doesn't matter so much for a short pdf with only 4 pages of content. A basic front and back cover are included, although there is no interior art to speak of, apart from simple bordering. Editing and generally writing are poor, with numerous editing errors contained within the product. Short products should certainly aim to do better, and it was disappointing to see so little care had been taken with the product. Two spells even shared the same name. Mechanics of the numerous spells is very weak as well, with incomplete, incorrect, or generally just clumsy spells being written up that barely make it into the d20 framework for spells. Editing of the mechanics to bring it more in line with the core rules would be much appreciated for this product. Generally, a poor presentation that could've been done a lot better.

The pdf starts with a brief one paragraph introduction to the product and the Plane of Glory. It's enough to get one started, but it would've been nice to see something more written about it, perhaps just a one page overview of the Jeshatan and the Elemental Dimension of Magic. Following this, the product delivers the spells of Glory contained in the product. There are twelve spells in total in this product, including three epic spells which are grander and more powerful versions of other spells contained within the product. There is a spell for each level, mainly focused on the bard and sorcerer/wizard classes. The spells focus on the theme of Glory, meaning that these are the spells for heroes and the like.

The spells themselves are not the best, mainly because of the lack of care taken with mechanics, balance and editing in general. Getting the idea behind the spell is one thing, but reworking it to make it more playable is another. The spells cover a wide variety of different things, and at least that counts in this products favor. You have spells dealing blasts of Glory, others creating illusionary worlds of Glory, and others yet capturing a magnificent performance of a bard in a box for later use. The concepts of the spells are probably quite useful, but I would imagine that some reworking would be required for most of them. Almost all the spells also require some amount of beer as a material component, presumably something of a morale-boosting ingredient?

Overall this product is somewhat disappointing. There are some useful concepts, but execution is generally weak and makes it difficult to appreciate what had been done. For a short pdf, a lot more care could've been taken, the spells could've been written correctly, and more attention been given to getting them right from a mechanical point of view. Disappointing product.

LIKED: A few useful and interesting ideas, and the product sticks roughly to the Glory theme. It's always useful to see a few epic spells in any product.

DISLIKED: Poor presentation, mechanics, editing and writing. Some additional information on the Jeshatan would've been useful, and a tidy up of the mechanics much needed.

Stealth can really be an advantage to characters and magic is one of the best ways to be stealthy. The normal ways deal with invisibility and spells like that. Spells of Stealth presents new spells that aid in stealth and many are invisibility based. This collection of spells is pretty good and gives the reader what they say they are.

Spells of Stealth is a PDF by Red Anvil Productions. They have a line of PDF in the series that take a single topic and present wizard spells for it. The PDFs are small this one is only six pages long. The layout and writing are basic and simple. There are no book marks in the PDF as well.

There are spells of first to ninth level and three epic spells that they also identify as being tenth, eleventh, and twelfth circle spells. The first spell is Sneak. It is a scaling spell that does not seem start working until fifth level the way it is written. The second level spell is Flour Cloud. It is kind of amusing since I have seen and read people that use flour to figure out were invisible creatures are. This spell does basically the same thing.

Invisibility Plus is a third level spell. I like this one as it takes the invisibility and also has it affect an additional sense. So the character can be invisible and also not make a sound or perhaps not have a scent. Phalter is a neat fourth level one that makes people not remembers the wizard has been to a place. Invisible Evocation is another cool spell that allows a wizards spell to be totally invisible though the effects are still easily seen.

The epic spells are very interesting. One makes everything of a certain type invisible for miles. It would last for many weeks and could have some impressive uses for a clever player. Another one makes the Phalter spell permanent on the caster. No one would remember seeing the person at all anywhere he went. That is a good spell that has many plot lines a DM can use to really have some fun. .

The higher level spells I think might be a little weak for there level and lack the creativity of the earlier ones. Some of them build off the earlier ones so it is just a better version of another spell. The lower level spells here though are nice variety for stealth and should be the type most stealthy wizards especially arcane trickster types will really be able to make good use of.

The book does the job it sets out to do. It gives the reader a variety of new stealth type spells one of each spell level. It does not give any history and context to which the spells are creator or who uses them. There is a little bit on one of the epic spells that should limit its availability but without any more context it is hard to do that. A DM though can easily make up information to fill in the information gabs.

Spells in fantasy games tend to be about combat first and fore most. It is nice to see products like this one that takes magic and applies it to mundane aspects of the world in this case farming. I like to see things that can be used to expand the way people live in the world and use the rules we see for adventurers to actually enhance their own lives.

Spells of Farming is a book by Red Anvil Productions. The book is written by Emmit Other. It is a small PDF that is only seven pages in length. The book also has no book marks. The layout is rather basic and simple. There is also no art and the cover is also just really basic.

The book is short as only four of the seven pages is actually the spells. There is one spell of each level though no zero level ones. There are even epic ones in here. All of them deal with farming though there are some problems in the mechanics and the strength of the spell. Spells that deal with farming are just not all that strong and really do not need to be the high levels that some of these are.

Bless Crops is the first level spell. It is designed to increase yield of the crops but has the problem of the rules for crop yield not really existing. So, it tries to come up with ways to improve them based on rules someone might be using. It is a nice attempt at dealing with something the rules just really never cover.

Pest Control is a nice third level spell that can actually be used in combat. It deals acid damage to kill vermin but it does enough to be useful as a damaging spell. The spell does not have a cap on it though it probably should.

Create fence is a sixth level spell. It is really useful as it creates a fence though I do not feel it needs to be sixth level.

Create Farm is the ninth level spell and there is a little problem with the size of the farm it creates. A twentieth level caster would create a farmhouse that has two hundred square feet. That is a little or actually a lot on the small side.

Overall the book covers a topic that really has not been touched. They have some good ideas but it really needed a better look at the numbers and the rules they are using. There are also hints and indications these spells come from an origination but there is no discussion on whom or what they are. That type of info could really go to help lengthen and make the book more useful then just a collection of farming spells. Unless one really wants to get this and use it as a foundation to help create and make better farming spells this really is not going to be something people are going to find all that useful.

Throw this one into the good in theory, not so good in practice slot. When a first level spell has a spell component that requires the tongue of a bard and ISN'T slapped with an evil descriptor, there is a problem. In fact, I had a problem with most of these spells. They had that feel of something thrown together at the game table and never actually playtested. In reality, most of these spells are cheesy and I can't think of a reason why a spellcaster would waste a spellslot to learn them. And some are so powerful that they could ruin a game (evil twin, which allows you to create basically a weaker version of a clone of another person without even having to know the person or have a personal effect from the person)

Another annoyance: all these spells apparently are known to a people called the Jeshatan, but there is never any explanation of who these people are or why they would feel the need to create these spells. Maybe if this was explained these spells would have some context.

Writer Emmit Other is the creator behind ?The Elemental Dimension of Magic ? Spells of Farming? from Red Anvil Productions. Here, he has assembled twelve spells whose primary application is, as implied, farming. This short sourcebook belongs to Red Anvil?s line of ?Elemental Dimension of Magic? supplements, of which Farming is a subschool. Vague references are made to the Jeshatan, the people/casters for whom this is a subschool of spellcasting, but little information is given about the world they inhabit. One can guess that their world is either a harsh world in which magic has to be used to aid in their farming and survival, or that their world is extremely rich in magic and resources and that these spells have cropped up due to this. Since these spells are pretty much presented ?as is,? this supplement must be reviewed as a stand-alone product.

The first nine spells are presented in order of spell level. The first spell listed is a 1st-level spell; there are no cantrips. As material presented in a book dedicated to ?Spells of Farming? should, most of this material is strictly farm-based magic. The 1st-level spell ?bless crops? and the 5th-level spell ?harvest? do exactly what they sound like they?d do. However, some of these spells may allow for some non-farming applications. The 3rd-level spell ?pest control? creates a cloud of acid that rains down in a 10-foot-wide circle, causing 1d4 hit points/level of damage, excluding plants. The spell?s original purpose is to kill vermin and protect crops, but nowhere does it state it couldn?t be used in combat against non-plant opponents. While not as obvious, the spells ?plow? and ?create fence? could also be used in non-agricultural manners.

Some of these spells do seem to have somewhat off-putting material components however. The aforementioned ?harvest? requires a small silver model of a sickle worth at least 125 gold pieces. Outside of the time difference involved, it would seem that instead of casting a spell to harvest a 25-foot-radius area (per level) that requires 125 gold as an investment, one might afford hired help for the some amount of money.

Two of the three epic spells ? ?bless crops, greater? and ?improve soil? ? don?t seem as immediately useful, but ?rain of bovines? would definitely spice up any encounter with a sorcerer, wizard or druid using this spell.

Three of this seven-page supplement?s pages are dedicated to the front- and back-covers, as well as the d20 license. However, this product?s low price reflects this four-page spellbook?s value.

LIKED: There is some creativity to some of these spells, and with little work, they can be incorporated into your standard D&D game. The cost of this supplement is well-suited to its content; for less than a dollar, players and DMs will add twelve new spells to their spell books. For this reason, I've marked the VALUE of this supplement as 'Satisfied.'

DISLIKED: These spells seemed to have developed as a result to the living conditions of the Jeshatan, but there is no information or even a sidebar giving users players or DMs any idea as to exactly what kind of character would have created the 'rain of bovines' spell. Also, the material components of some of these spells seem somewhat mismatched.

The Elemental Dimension of Magic: Spells of Farming are part of Red Anvil Productions ?Elemental Dimension of Magic? which explores magic narrowly focused on tasks.

Spells of Farming contain twelve new spells, one of each 1st through 9th and three Epic spells. These spells are designed to fit into the Jeshatan tradition of magic, the Jeshatan live in a harsh environment where they use magical farming to survive.

It was disappointing that there were not any zero-level Farming spells, perhaps spells to aid in weeding or a rewrite of the classic exterminate cantrip. Especially as it is mentioned in the introductory paragraph that ?nearly all of them know at least some? of these spells as they are some needed to survive. What better then a few zero-level spells to reinforce that idea?

The spells are a mixed bag of farming and animal husbandry. Of the non-epic spells, five deal primarily with farming, three with animals (directly or indirectly) and one special. The farming spells include: Bless Crops (increases yields and quality), Plow, Harvest and Splice Crop. For dealing with animals: Find Trait (for breeding better animals), Create Fence and Duplicate Livestock. The odd man out is Create Farm, a 9th level spell that does just that, complete with farm house, barn and storage shed, the problem is each of these buildings only has 10 square feet of floor space per caster level and a 170 to 200 square foot barn/farm/storage shed is really not much, especially not for a 9th level effect. Some of the other spells require very costly material components (a silver plow cost 125 gold for Plow, gems worth 10,000 gold for Splice Crop and Duplicate Livestock) which makes their utility for a farming community very limited. The most problematic spell, however, is the 3rd level Pest Control, which does that very effectively by it is also one of the best large scale combat spells I have ever seen. It needs to be almost completely rewritten to work properly just for what it is intended for.

The epic spells are strange. Greater Bless Crops is just a massive upscaling of the Bless Crops spell. Rain of Bovines is simply silly. And Improve Soil seems very underpowered for its caster level.

While I think the ideas in the product are good, magic should have more applications then just adventuring, the execution is flawed. However, it is an inexpensive product and may still be worth looking at if you want to see some ideas for expanding the bounds of magic.

The Elemental Dimension of Magic: Spells of Farming is a short 7 page pdf that presents a number of farming related spells from the Jeshatan, a race of creatures from the Elemental Dimension of Magic. The Jeshatan have mastered twelve great schools of magic, with farming being one of them. Other products in Red Anvil Productions' Jeshatan line of products cover a number of other schools of magic of the Jeshatan.

Spells of Farming comes as a single pdf file with no bookmarks or table of contents. Layout is very simple, and only 4 pages of the 7 in this pdf are devoted to content. There is a brief introduction to the twelve spells in this pdf, but for the most part one is left wondering who the Jeshatan are, and what the Elemental Dimension of Magic is. The editing in the product is generally poor - poor grammar and poor spelling are abundant, and this detracts from the content of the pdf. In addition to suffering from poor editing, mechanically the spells have all sorts of weak areas, mostly in correctly annotating the spell description rather than in concept and execution (although the latter is also weak and unclear in places). From a presentation point of view such a short product could certainly do better, and it's disappointing to see the number of errors, both in editing and mechanics.

Spells of Farming presents twelve new spells related to farming, three of which are epic spells. It's very rare to see epic material in the d20 industry, so it's good to see some support for epic play, even if it is in the form of spells that are not necessarily 'adventurer' spells. On that point, while these aren't spells that every adventurer will prepare, they still form a set of spells that every magical society would naturally have, and as such form a nice addition to any game world. Yet, because they are not useful to adventurers, it would've been nice to see some plot hooks related to these spells that would integrate adventurers so that the spells would find much more utility for the average game in a high fantasy setting. You don't slay a troll with a Harvest spell, but you can save the livelihood of a town faced with threats of flooding by delving into an ancient crypt to find one.

The twelve spells presented cover most aspects of farming from Bless Crops, to Pest Control, to Plow, to Duplicate Livestock, to the epic Improve Soil. All these can form a useful part of a magical society, although in some places the text is rather unclear on exactly what the spells can and can't do. For example, the spell Bless Crops states that it 'increases the generic saving throw that the crops might need to make against vermin', which has little meaning within the framework of the core rules. It would certainly have helped to have had rules that cover the scenarios that the spells cater for. Overall though, these are certainly useful and in some cases interesting, such as the spell Splice Crop that allows you to genetically mix two species of plant, including such plants as treants and assassin vines.

LIKED: Some interesting and useful spells that provide information on spells one would expect to see in a magical society. Splice Crops is interesting, and it's good to see some epic spells in the material.

DISLIKED: The pdf has a lot of poor editing and clumsy, incorrect or unclear mechanics. It would've been useful to make the material more applicable to adventurers by providing, for example, some plot hooks. Additional rules for crops and harvests in a more traditional sense would also have been useful.

All in all, a useful product that has 12 spells- 3 epic. Though there are a few that are only useful in farming, the rest can be used in other situations. For example, the 7th level splice crop allows the caster to combine 2 plants to create a new species. I think it is perfect for "mad scientist" type druids and wizards.

This is a nice pdf with 4 pages of real content (not counting the license and cover). 3 of the pages deal with spells levels 1-9 (nine spells), and the 4th page deals with 3 epic levels spells.

I could have lived with out the "Rain of Bovines" epic spell as it seemed silly.

Overall, the spells seemed to be more of a story device than very applicable towards standard roll-playing" time. I liked them anyway. For the price, my druid is that much happier. The spells are not restricted to Druids. Mages and priests can use them too.